/* * Copyright © 2020 Red Hat, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see . * * Authors: Matthias Clasen */ #include /* shader fragment as found in nature */ const char shader0[] = "// author: bobylito\n" "// license: MIT\n" "const float SQRT_2 = 1.414213562373;" "uniform float dots;// = 20.0;" "uniform vec2 center; //= vec2(0, 0);" "" "vec4 transition(vec2 uv) {" " bool nextImage = distance(fract(uv * dots), vec2(0.5, 0.5)) < ( progress / distance(uv, center));" " return nextImage ? getToColor(uv) : getFromColor(uv);" "}"; /* Same shader, with our preamble added, and with newlines * to make the regex happy. Added a variety of uniforms to * exercise the parser. */ const char shader1[] = "uniform float progress;\n" "uniform sampler2D u_texture1;\n" "uniform sampler2D u_texture2;\n" "" "vec4 getFromColor (vec2 uv) {\n" " return GskTexture(u_texture1, uv);\n" "}\n" "\n" "vec4 getToColor (vec2 uv) {\n" " return GskTexture(u_texture2, uv);\n" "}\n" "\n" "// author: bobylito\n" "// license: MIT\n" "const float SQRT_2 = 1.414213562373;\n" "uniform float dots;// = 20.0;\n" "uniform vec2 center; //= vec2(0, 0);\n" "\n" "uniform int test1 = -2;\n" "uniform uint test2 = 2; \n" "uniform bool test3;\n" "uniform vec3 test4;\n" "uniform vec4 test5;\n" "\n" "vec4 transition(vec2 uv) {\n" " bool nextImage = distance(fract(uv * dots), vec2(0.5, 0.5)) < ( progress / distance(uv, center));\n" " return nextImage ? getToColor(uv) : getFromColor(uv);\n" "}\n" "\n" "void mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv)\n" "{\n" " fragColor = transition(uv);\n" "}\n"; static void test_create_simple (void) { GBytes *bytes; GskGLShader *shader; bytes = g_bytes_new_static (shader1, sizeof (shader1)); shader = gsk_gl_shader_new_from_bytes (bytes); g_assert_nonnull (shader); g_assert_cmpint (gsk_gl_shader_get_n_textures (shader), ==, 2); g_assert_cmpint (gsk_gl_shader_get_n_uniforms (shader), ==, 8); g_assert_cmpstr (gsk_gl_shader_get_uniform_name (shader, 0), ==, "progress"); g_assert_cmpint (gsk_gl_shader_get_uniform_type (shader, 0), ==, GSK_GL_UNIFORM_TYPE_FLOAT); g_assert_cmpstr (gsk_gl_shader_get_uniform_name (shader, 1), ==, "dots"); g_assert_cmpint (gsk_gl_shader_get_uniform_type (shader, 1), ==, GSK_GL_UNIFORM_TYPE_FLOAT); g_assert_cmpstr (gsk_gl_shader_get_uniform_name (shader, 2), ==, "center"); g_assert_cmpint (gsk_gl_shader_get_uniform_type (shader, 2), ==, GSK_GL_UNIFORM_TYPE_VEC2); g_assert_cmpstr (gsk_gl_shader_get_uniform_name (shader, 3), ==, "test1"); g_assert_cmpint (gsk_gl_shader_get_uniform_type (shader, 3), ==, GSK_GL_UNIFORM_TYPE_INT); g_assert_cmpstr (gsk_gl_shader_get_uniform_name (shader, 4), ==, "test2"); g_assert_cmpint (gsk_gl_shader_get_uniform_type (shader, 4), ==, GSK_GL_UNIFORM_TYPE_UINT); g_assert_cmpstr (gsk_gl_shader_get_uniform_name (shader, 5), ==, "test3"); g_assert_cmpint (gsk_gl_shader_get_uniform_type (shader, 5), ==, GSK_GL_UNIFORM_TYPE_BOOL); g_assert_cmpstr (gsk_gl_shader_get_uniform_name (shader, 6), ==, "test4"); g_assert_cmpint (gsk_gl_shader_get_uniform_type (shader, 6), ==, GSK_GL_UNIFORM_TYPE_VEC3); g_assert_cmpstr (gsk_gl_shader_get_uniform_name (shader, 7), ==, "test5"); g_assert_cmpint (gsk_gl_shader_get_uniform_type (shader, 7), ==, GSK_GL_UNIFORM_TYPE_VEC4); g_object_unref (shader); g_bytes_unref (bytes); } static void test_create_data (void) { GBytes *bytes; GskGLShader *shader; GskShaderArgsBuilder *builder; graphene_vec2_t v2, vv2; graphene_vec3_t v3, vv3; graphene_vec4_t v4, vv4; bytes = g_bytes_new_static (shader1, sizeof (shader1)); shader = gsk_gl_shader_new_from_bytes (bytes); g_assert_nonnull (shader); g_clear_pointer (&bytes, g_bytes_unref); builder = gsk_shader_args_builder_new (shader, NULL); g_assert_nonnull (builder); graphene_vec2_init (&v2, 20, 30); graphene_vec3_init (&v3, -1, -2, -3); graphene_vec4_init (&v4, 100, 0, -100, 10); gsk_shader_args_builder_set_float (builder, 0, 0.5); gsk_shader_args_builder_set_float (builder, 1, 20.0); gsk_shader_args_builder_set_vec2 (builder, 2, &v2); gsk_shader_args_builder_set_int (builder, 3, -99); gsk_shader_args_builder_set_uint (builder, 4, 99); gsk_shader_args_builder_set_bool (builder, 5, 1); gsk_shader_args_builder_set_vec3 (builder, 6, &v3); gsk_shader_args_builder_set_vec4 (builder, 7, &v4); bytes = gsk_shader_args_builder_to_args (builder); g_assert_cmpfloat (gsk_gl_shader_get_arg_float (shader, bytes, 0), ==, 0.5); g_assert_cmpfloat (gsk_gl_shader_get_arg_float (shader, bytes, 1), ==, 20.0); gsk_gl_shader_get_arg_vec2 (shader, bytes, 2, &vv2); g_assert_true (graphene_vec2_equal (&v2, &vv2)); g_assert_cmpint (gsk_gl_shader_get_arg_int (shader, bytes, 3), ==, -99); g_assert_cmpuint (gsk_gl_shader_get_arg_uint (shader, bytes, 4), ==, 99); g_assert_cmpint (gsk_gl_shader_get_arg_bool (shader, bytes, 5), ==, 1); gsk_gl_shader_get_arg_vec3 (shader, bytes, 6, &vv3); g_assert_true (graphene_vec3_equal (&v3, &vv3)); gsk_gl_shader_get_arg_vec4 (shader, bytes, 7, &vv4); g_assert_true (graphene_vec4_equal (&v4, &vv4)); g_bytes_unref (bytes); gsk_shader_args_builder_unref (builder); g_object_unref (shader); } static void test_format_args (void) { GBytes *bytes; GskGLShader *shader; graphene_vec2_t v2, vv2; graphene_vec3_t v3, vv3; graphene_vec4_t v4, vv4; float f1, f2; GBytes *args; bytes = g_bytes_new_static (shader1, sizeof (shader1)); shader = gsk_gl_shader_new_from_bytes (bytes); g_assert_nonnull (shader); g_clear_pointer (&bytes, g_bytes_unref); graphene_vec2_init (&v2, 20, 30); graphene_vec3_init (&v3, -1, -2, -3); graphene_vec4_init (&v4, 100, 0, -100, 10); f1 = 0.5; f2 = 20.0; args = gsk_gl_shader_format_args (shader, "progress", f1, "dots", f2, "center", &v2, "test4", &v3, "test5", &v4, NULL); g_assert_cmpfloat (gsk_gl_shader_get_arg_float (shader, args, 0), ==, 0.5); g_assert_cmpfloat (gsk_gl_shader_get_arg_float (shader, args, 1), ==, 20.0); gsk_gl_shader_get_arg_vec2 (shader, args, 2, &vv2); g_assert_true (graphene_vec2_equal (&v2, &vv2)); gsk_gl_shader_get_arg_vec3 (shader, args, 6, &vv3); g_assert_true (graphene_vec3_equal (&v3, &vv3)); gsk_gl_shader_get_arg_vec4 (shader, args, 7, &vv4); g_assert_true (graphene_vec4_equal (&v4, &vv4)); g_bytes_unref (args); g_object_unref (shader); } static void test_compile (void) { GBytes *bytes; GskGLShader *shader; GdkSurface *surface; GskRenderer *renderer; GError *error = NULL; gboolean ret; bytes = g_bytes_new_static ("blaat", 6); shader = gsk_gl_shader_new_from_bytes (bytes); g_assert_nonnull (shader); surface = gdk_surface_new_toplevel (gdk_display_get_default ()); renderer = gsk_renderer_new_for_surface (surface); g_assert_nonnull (renderer); ret = gsk_gl_shader_compile (shader, renderer, &error); g_assert_false (ret); g_assert_nonnull (error); if (g_str_equal (G_OBJECT_TYPE_NAME (renderer), "GskGLRenderer")) g_assert_nonnull (strstr (error->message, "blaat")); else g_error_matches (error, G_IO_ERROR, G_IO_ERROR_NOT_SUPPORTED); g_clear_error (&error); gsk_renderer_unrealize (renderer); g_object_unref (renderer); g_object_unref (surface); g_bytes_unref (bytes); } int main (int argc, char *argv[]) { gtk_test_init (&argc, &argv, NULL); g_test_add_func ("/shader/create/simple", test_create_simple); g_test_add_func ("/shader/create/data", test_create_data); g_test_add_func ("/shader/format-args", test_format_args); g_test_add_func ("/shader/compile", test_compile); return g_test_run (); }